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Digital game-based learning for K-12 mathematics education: A meta-analysis

机译:基于数字游戏的K-12数学教育学习:一项荟萃分析

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摘要

Digital games (e.g., video games or computer games) have been reported as an effective educational method that can improve students' motivation and performance in mathematics education. This meta-analysis study (a) investigates the current trend of digital game-based learning (DGBL) by reviewing the research studies on the use of DGBL for mathematics learning, (b) examines the overall effect size of DGBL on K-12 students' achievement in mathematics learning, and (c) discusses future directions for DGBL research in the context of mathematics learning. In total, 296 studies were collected for the review, but of those studies, only 33 research studies were identified as empirical studies and systematically analyzed to investigate the current research trends. In addition, due to insufficient statistical data, only 17 out of the 33 studies were analyzed to calculate the overall effect size of digital games on mathematics education. This study will contribute to the research community by analyzing recent trends in significant DGBL research, especially for those who are interested in using DGBL for mathematics education.
机译:据报道,数字游戏(例如,视频游戏或计算机游戏)是一种有效的教育方法,可以提高学生在数学教育中的动机和表现。这项荟萃分析研究(a)通过回顾关于将DGBL用于数学学习的研究来调查数字游戏基础学习(DGBL)的当前趋势,(b)研究DGBL对K-12学生的总体影响大小在数学学习中的成就,以及(c)讨论了在数学学习背景下DGBL研究的未来方向。总共收集了296项研究进行审查,但其中只有33项研究被确定为经验研究,并进行了系统分析以调查当前的研究趋势。此外,由于统计数据不足,仅对33项研究中的17项进行了分析,以计算数字游戏对数学教育的总体影响大小。这项研究将通过分析重要DGBL研究的最新趋势,特别是对于那些对使用DGBL进行数学教育感兴趣的人,来为研究界做出贡献。

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